A86: Re: Re: maps....


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A86: Re: Re: maps....




I think all of us "newbies" out here would appreciate it very much. I hope
that I can speak for us all?? If you would be so kind to do so, it would be
greatly appreciated.

-----Original Message-----
From: David Phillips <david@acz.org>
To: assembly-86@lists.ticalc.org <assembly-86@lists.ticalc.org>
Date: Friday, January 22, 1999 10:05 PM
Subject: A86: Re: maps....


>
>I'd suggest making a tilemap and checking for collision with the tiles.  I
>started working a tilemap section for 86 Central (http://ti86.acz.org/),
>though not much is there beyond explaining the basics and showing you how
to
>draw a map fast (as fast as you can do it using a separate sprite
>routine...I knocked about 20,000 t's off it [each layer of a screen sized
>aligned tilemap] by integrating the sprite routine and the map drawing).
>
>All of you newbies wanting to learn tilemaps, please check it out and tell
>me what you want to know (what I should add).  Would explaining how to make
>a little guy walk around a screen sized tilemap be helpful?
>
>----- Original Message -----
>From: <BlAsTo1414@aol.com>
>To: <assembly-86@lists.ticalc.org>
>Sent: Friday, January 22, 1999 7:55 PM
>Subject: A86: maps....
>
>
>>
>>ok,
>>I want to remake Chips Challenge for the 86.  but I have a couple
problems.
>>first off, i dont know how to create the background\area you walk on.  can
>>anyone assist me there?  another problem is detecting collisions.  I can
do
>it
>>in BASIC but not asm.  think anyone can help me there too?
>>
>>Thanks for any help,
>> BlAsTo1414
>>
>>
>
>